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Hi everyone!


Hope you've all been doing very well.


I wanted to post to just briefly show that work has started back up on the Bindmancer and that content for supporting this FANBOX is on the way.


A big thank you to those who waited while I relocated from Canada back to Australia.


My office space is now setup and it's been a process of getting back into the swing of work.


I think the setup looks pretty nice. :D


1: What's New?

So the main thing is that while I was working on the Loona animation set and migrating back to Australia is that I had hired a programmer to work on a complete revision of the AI Logic and Movement system.


The core reason for this was to address the fact that:


1: The player moved into geometry and walls that they shouldn't have. A lot!


2: The enemies moved into eachother and the player often.


So the first thing I'm doing getting back into development is rolling in that programmers changes. Which is quite extensive as a lot of prior playmaker stuff is being removed for more watertight scripts.


An example of what it looks like is this:


https://www.kangaroovideogames.com/wp-content/uploads/2022/11/Unity_mA7KG0W6rk.mp4


You might notice that enemies can even "Patrol" an area now before being detected. Which should make encounters more dynamic.

2: What's Next?

So I do want to try to get out a "New Playable Build" out by the end of the month.


I want it to have the new player and enemy movement and interaction logic in. I think overall if we can swing that then the gameplay of the game should feel more solid, and with less instances' of collider jank happening.


This is dependent on us bug fixing the new systems to make sure we're not delivering something that's worse then what's there right now of course.



But overall I'm excited to be back and to deliver some solid work for you all <3


Cheers!

- Caroo

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